loiste-interactive / Obenseuer-Issues

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Feature: Difficulty levels #1144

Open Zuntti opened 11 months ago

Zuntti commented 11 months ago

Here are two ideas how it could work

  1. One difficulty setting which would adjust all settings
  2. Each has its own setting
    • One for needs
    • One for addictions
    • One for the prices of renovations
    • More??

You can choose the level of difficulty when creating a character but maybe you could also change it in the middle of the game?

Levels of difficulty

Put ideas here on how the difficulty levels should work

CVariable commented 11 months ago

Safety of sleeping places could be affected, for example: Easy - Sleeping in unsafe places can remove low amounts of money Default - Can also remove items rarely or cause random waking up Hard - Can give fungal disease progress or waking up with bleeding That would require balancing sleeping in unupgraded tenement with good bed and sleeping at kolhola for depression

If default stays at the current level, i would definitely like a hard mode where getting rid of addictions takes more than a week and it's harder to abstain from all drugs

Spawn rate of batteries could be affected, as i find it very sufficient right now Skill rate gain could be affected, so that easy makes it easier to gain enough skill to lockpick more doors, while hard requires more training

Nextej commented 11 months ago

I think the default settings should be the most balanced and intended way to play, so pretty much how the game is now, except for addiction rates that were either silently reduced between .15 and .16 or are bugged, since currently addiction needs come up rarely, addictions are gone within 5 days from the start and generally you're getting rid of them effortlessly. And back on .15 I thougth they were too easy to get rid off already, see #908 and #946 from .15. So for this one at most, check whether the addictions aren't bugged or whether they were intentionally reduced in .16.

I would solve the difficulty levels by having a bunch of checkmarks to associated level of difficulty. Also with small highlightable explanatory hints like "The most balanced difficulty" or "Default depression gain is disabled, only items that purposely have negative mental health effects will increase depression" image image

For harder settings, I'd love to have bigger save restrictions: unability to create new savefiles, unability to load autosave, being able to restart whole day (game would need to create savefiles at a set hour each day and give the player ability to revert to any day in the past).

Nextej commented 11 months ago

Zuntti: You can choose the level of difficulty when creating a character but maybe you could also change it in the middle of the game?

Perhaps you could change settings mid-game on Relaxing mode, but Default (see above) would have them set permanently?

Oskutin commented 11 months ago

Brutal mode should just remove player's save upon death.

Nextej commented 10 months ago

"Creative" mode that allows to start with things like: all recipes unlocked, all blueprints unlocked, furniture is for free, furniture is unlimited, all upgrades unlocked (not being limited to contractor level or requirement of other upgrades), all upgrades are already installed, basement is already unlocked, access to all floors from the start, roof already unlocked, stats do not progress, god mode.

greensalt99 commented 9 months ago

leave addictions on all diff levels, this is main part of game. i have lost addictions and game sort of lost its taste - became bland :D

spoiling levels could be tied to difficulty, but good game should not have difficulties. Mechanics should be fun not annoying. agree on renovation cost but, i suggested secondary mechanics to counter that https://github.com/loiste-interactive/Obenseuer-Issues/issues/1666

changing setting in game is sort of benefit, if you took bad difficulty combo and you dont want to restart game. not all people like restarting.